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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Farproc

    hmmm. I combine to make the aspect the thaumanomicon tells me to, then spend my time scanning things in the world. I find that _very_ satisfying when I find *the* item that unlocks the next part of the chain.


    I quite enjoy the Doodle God feel that aspect combining has, and would go so far as to say that I probably find it equally as satisfying when I discover a new aspect by combining others. Of course, a lot of the 'mystery' surrounding that has tapered off as I do it more and more, though I often find myself forgetting a large portion of the combinations.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from TheFlyingBanana

    Actually, there's the core of a suggestion: Could you make it so you CANNOT create a new aspect by combining? Only synthesise aspects you've already discovered. It would cut down on the number of people burning all their research points fruitlessly.


    As someone who spends a majority of their time combining aspects in order to learn new ones, I would be very disappointed if a change like this were made (unless, of course, there was an option to still allow aspect combining at the table).

    In nearly every playthrough I've done (and plan to do), I spend my first moments as a Thaumaturge at the research desk combining aspects until I run out of points to do so, at which point I then start scanning and exploring until I've gained a good bit more, and then it's back to the table to combine more, and then the process repeats until I've finished learning all possible aspects.

    Quote from DeathShad0

    Tainted nodes usually contain what aspect? Perditio? And if so, the higher concentration of perditio they have makes the taint spread faster yes?


    As far as I'm aware, a Tainted Node's composition has little to no effect on the rate which Taint is spread. That's handled simply by a config option, giving a chance in every X number of ticks to spread.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from DeathShad0

    Okay, and what color are tainted nodes when pure?


    A node can't be Tainted and Pure. Tainted Nodes are purplish in colour, whereas Pure Nodes are white and have a circular design within them.

    Tainted Nodes create Tainted Lands, and Pure Nodes convert Tainted Lands (or any biome, if it's within a Silverwood Tree) into Magical Forests.

    Tainted Node
    Pure Node
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from DeathShad0

    Hey Azanor, how does the taint work? What nodes make it spread? I figure there's more than one that taint feeds off of.


    Tainted Nodes are the only nodes that can produce or "spread" Tainted Lands.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from DeathShad0

    Man, it's chance is too low. I've been trying for half an hour.


    You know, I've actually never been able to spawn a Tainted node using the creative Node, unless I spawned it in an already existing Tainted Lands.
    Posted in: Minecraft Mods
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    posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!! Now Opensource!!
    Quote from Zera_Fox

    Considering that quote of yours, isn't actually a referable quote, it's just put into a quote, I can't exactly see that as a "provided source" for one...


    ... I snipped out the relevant part to shorten the post. If you're that insistent on it being a full quote, here:
    Quote from bloodshot45

    Fixed in R2 which can be found below :

    [MoCreatures 6.1.0 DEV R2] Requires 1.6.4 Forge 953

    [changelog]

    [6.1.0.dev.R1b]
    - fixed ogre explosion NPE with TNT
    - added item ids to config.

    [6.1.0.dev.R1a]
    - fixed mocreatures invading other biome dimensions such as TF. MoCreatures will now dynamically be added to biomes from ONLY BiomesOPlenty, BWG, Highlands, ExtraBiomesXL, and Vanilla.
    Wipe configs so the new changes take effect.
    - fixed canspawn not functioning.

    [6.1.0.dev.R1]
    -added new creature 'Mole'
    -added new creature 'Ent'
    -added BiomeDictionary compatibility.
    -added BlockBreakEvent compatibility.
    -added en_US lang file support. Should fix name issues on servers.
    -added new personal command '/moctp <petid>' used for teleporting your own pets.
    -added new personal command '/mocpets <page>' used for listing all pets you own.
    -added new canspawn command to help assist with enable/disable of entity spawns
    -added enableHunters option to control whether or not Hunters attack other creatures or not.
    -added new wyvern textures.
    -fixed dupe exploit with Big Golems.
    -fixed pet amulets on servers.
    -fixed pet amulets not working with kittens.
    -fixed fairy horse breeding.
    -fixed client-side heart animation lasting longer than normal when taming a creature.
    -fixed debug logging showing up during startup.
    -fixed chunk command not being set properly in configs
    -fixed canspawn not functioning properly.
    -fixed ducks taking fall damage.
    -fixed various bugs with commands.
    -fixed golems picking up bedrock.
    -fixed scorpion poison crash with non-living entities.
    -fixed tp command not teleporting pets in unloaded chunks.
    -fixed shuffling sound with juke boxes.
    -fixed ray taming with fishnet.
    -fixed inability to stay mounted on water creatures when tamed.
    -changed taming requirements by forcing a name to be set for pet.
    -removed all CMS reliant code from MoCreatures which means it can now be run without CMS
    -GuiAPI has been integrated into MoCreatures and has been modified to support Forge configuration.
    Note: If you have GuiAPI installed, remove it as this may cause issues
    -mocreatures will no longer despawn by default to be more compatible with vanilla.
    -if despawner is enabled, it will force despawns on all creatures including vanilla for a more dynamic experience while exploring world.
    Note: if you experience issues with farm animals despawning, adjust despawn min/max lightlevels.
    -if despawner if disabled, all passive mocreatures will not despawn to prevent other creatures from taking over.
    Note: If CMS is installed and you want mocreatures to despawn, make sure despawner is enabled.

    [CustomSpawner 3.0.0 DEV R2]

    [changelog]

    [3.0.0.dev.R2]
    - fixed environment init when hotloading dimensions. fixes mystcraft spawning.

    [3.0.0.dev.R1b]
    - fixed biome data being overwritten
    - fixed lowercase biomegroup names in EntityDefaultBiomeGroups.cfg

    [3.0.0.dev.R1a]
    - fixed biome types (fixes mocreatures wyvern dimension spawns)
    - fixed canspawn not functioning.

    [3.0.0.dev.R1]
    -added new World Environment configurations. Defaults are (OVERWORLD, NETHER, END).
    -added BiomeDictionary support
    -added ability to create custom Entity spawn types. Defaults are (CREATURE, MONSTER, WATERCREATURE, AMBIENT, UNDERGROUND).
    -added canSeeSky(NOT COMPLETE)
    -added spawn block blacklist(NOT COMPLETE)
    -added ability to control lightlevel spawning for each entity.
    -added opaque block entity option(NOT COMPLETE)
    -added blacklist for banning spawn blocks of a certain id-meta(NOT COMPLETE)
    -added default underground entity type. Uses 0-62 spawn height range.
    -added min/max Y control for entities.
    -added new /cms command to control all config options.
    -added '/cms killall force' command which kills all entities, excluding players, in current world
    -added '/cms countentities' command to display sorted list of counts for all types in current world.
    -added '/cms countentities chunk' command which counts all entities in current chunk and displays them in a sorted list.
    -added indepedent environment logging.
    -fixed Structure configs not working properly when adding/removing entities to spawnlists.
    -fixed tamed ocelots despawning when despawner was active.
    -fixed mushrooms not spawning properly.
    -fixed mod configs being generated without having the mod installed.
    -fixed config sub categories appending extra quotes each time it was saved.
    -fixed entity registration occuring again if single player rejoined game.
    -default configs will now be generated using all settings found in vanilla spawnlists.
    -each entity will get a default biome group created with all biomes found from spawnlists.
    -despawner will now be disabled by default and can be reactivated by setting forceDespawns to true.
    -removed all MoCreatures dependent code to allow CMS to run indepdently.


    Secondly, you've obviously forgotten you and I have butted heads once before, and that's probably for the better..


    I haven't forgotten, no. I just don't hold grudges about that sort of thing and don't let it stop me from trying to help out.

    Thirdly, once again, I don't need to be told something twice, certainly not within the same 30 minutes of reading Cear's post about it. Certainly a way to make it seem like "Just take it out already! It's not needed you noob!" even if that wasn't the intent, it's how it came off. Especially after I had stated I was going to try it without it next time I ran it, which is apparent that wasn't good enough and needed an extra two cents.


    Okay, so you didn't need to be told. When Caer mentioned it, you retorted with "It's always been needed", and mentioned that you were unsure about trying it without GUI API, and that you may do so, not that you absolutely definitely would, so I simply reaffirmed that it wasn't needed, and attempted to provide more information by providing the relevant part of the changelog, so that you would know.

    Arguing about this is completely pointless, and honestly I have no desire to do so. I was just trying to help out, and you clearly took it in the wrong way for whatever reason.
    Posted in: Minecraft Mods
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    posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!! Now Opensource!!
    Quote from Zera_Fox

    And as I just said...



    Which I'm sure when I "gave it a shot" I'd have figured it out for myself first hand, don't you? Then I'm sure I'd have checked the thread's OP for what was up...
    Also, I haven't had any issues, so why bother to point it out to me again that it wasn't needed? Did I not just read this from Caer? I'm pretty sure I'm capable of reading and don't need to be told twice.


    What's with the attitude, here? I was just letting you know that Caer was correct and that GUIAPI is in fact no longer needed, and provided the source for it, since the OP actually doesn't inform you that it's no longer needed for the DEV version.
    Posted in: Minecraft Mods
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    posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!! Now Opensource!!
    Quote from Zera_Fox

    Even when playing on a server, you needed the GUI for the client to access a menu, or even for it to run I believe, but if you've got it working without it I would think it'd be fine. Not sure though, but I may give it a shot


    As CaerMaster said, as of 6.1.0.dev.R1, Mo'Creaturesno longer needs GUIAPI. To quote the Changelog itself:

    -GuiAPI has been integrated into MoCreatures and has been modified to support Forge configuration.
    Note: If you have GuiAPI installed, remove it as this may cause issues
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from marfig

    Alchemical Centrifuge woes

    This device really annoys me. I'd love for the way it receives Essentia to be changed. Its recipe for the Infusion Altar already requires an Alchemical Furnace. Feels redundant for another one under it to be required for Essentia to be broke down. But that's not my main beef. I haven't tested it with an Essentia Tube connecting to the bottom side, but I just cringe at how ugly it would look like, forcing me to hide that vertical tube and increasing the Alchemical Centrifuge effective space to a 3x3 area. Too much for such a small device.

    What I would really like was for it to be able to receive Essentia from the side. This would allow for more options in terms of placement and not interfere so much with the aesthetics, giving more freedom in how we could place it in the world.

    Below is my Alchemical Furnace setup. A Valve allows me to decide whether I collect the Essentia directly from the Alembics or let it flow to the Essential Jars room underground. I would love to include in this scheme the Alchemical Centrifuge. It would be much easier and aesthetically pleasing if I was able to connect a tube to one of its sides. But as is, I have no option but to ignore this device.


    I can't say much for your main points about wanting the Centrifuge to accept input from the side (which wouldn't make any sense, unless you mean to be able to have the centrifuge rotated so it too would be on its side), but I can tell you that an alchemical furnace is not required to use the centrifuge. My centrifuge was set up in such a way that I would place a jar of essentia beneath it, and it would separate the essentia into its components, which would then be fed off into their respective jars via tubes.

    The entire rig takes up maybe a 4x1 section of the area.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Draco18s

    And...now I know I'll not be using Thaumcraft 4 any time soon.
    (I have never fought the ender dragon, in any game, ever)


    The Dragon Egg isn't a requirement by any means, and doesn't really offer anything that a bookshelf placed near the research table can't provide.

    I've never bothered killing the Ender Dragon, myself. For that matter, I've only ever been to the End once, and that was ages ago back during 1.4.7.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Azanor

    I've been avoiding doing this, but with all this research related talk I thought I'd share some of what I'm planning - NOTE: This is just plans ATM, I still need to work out the details and see how viable it all is.

    Making stuff easier
    (1) Research won't be a random anymore. You will select the research you wish to pursue in the thaumonomicon and get research notes which you will take to the table.


    Making research something you just pick and, in some cases, just outright buy, will pretty much mean I won't be updating past 4.0.5b. I very much enjoy the random nature of research, as I find it fitting and logical, and far more fun. To me, research should be random.

    Perhaps if it can be made a configurable option, so those of us who don't feel the need to have things handed to us can opt out of that and keep the mod in its current enjoyable form. I'll admit research could use some work, though I personally don't find much - if any - faults with it. I just strongly disagree that reducing the process to a "pick and choose" method isn't the best course of action.

    (2) "Secondary researches" won't require the minigame - when you select them in the thaumonomicon you will just pay a certain amount of RP to unlock it.
    For example - you go into the thaumonomicon and see that you can now research Transmutation in the Alchemy category. You select it, get the research notes and fiddle around in the table as you usually would. You unlock it allowing you to transmute metals into iron. You now go take a look in your thaumonomicon and see all the various other transmutation researches are now available for selection, however these are secondary researches - since they use the same basic principles as iron transmutation you don't need to reinvent the wheel. When you select them you simply unlock them if you have enough RP to do so.


    I don't really care for this idea, either, though I can see the point being made. I'd rather just have all transmutes unlocked simultaneously rather than be given a menu of things to order from, personally speaking.

    (3) Some research will only be unlocked by scanning or doing certain things. For example, the Ethereal bloom won't be researchable till you have scanned something tainted. This is sort of intended to replace the current lost research, which is a bit lame in my opinion.


    This I don't have a problem with. Unlocking research through scanning other things is a good idea, and one I can definitely get behind.

    Making stuff harder
    (1) Since you will be doing the minigame a lot less it will become a bit harder. I have a new version if it in mind that will up the difficulty curve a bit, while at the same time making unsolvable research impossible.


    I'll admit, I'll be a bit sad to see impossible researches taken out of the equation, but overall I would have to agree that it's for the best. A harder minigame is absolutely fine with me, as the current minigame is extremely easy (not that I'd have considered that a bad thing, necessarily).

    (2) Scanning stuff will only return primal aspects, meaning you will have to spend more time combining them in the research table. The first time you scan something with a new compound aspect you will still get a small amount of that type of RP, but otherwise you will just get the primals that its aspects eventually break down to.


    As a player who loves the Doodle God approach to aspects and research points, I'm all for this. In every world I play, I spend a large amount of time just combining aspects at the table, often before I even make a Thaumometer or venture out into the world (other than for basic materials, of course).

    Again, though, the change to how research is selected will ruin a large portion of the mod for me, and will likely end up with me not updating past the current version. If this could somehow be made a configurable option, that would be great, though I don't have much hope for that.

    Just my $0.02 on the matter.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from marfig

    Usually the aspects required are hinted by the research title and subtitle. Although sometimes you may have to take it literally, other times figuratively.

    A classic example:

    Clicking Aqua for the Axe of Stream. Despite it saying rivers of wood in the subtitle, you'd never think it is actually Aqua, not Arbor, the aspect that lights up runes in an axe. But there you go.


    I'll spoiler this for the sake of it:

    Aqua was obvious to me, as it's pretty much a given based on the name alone. I'll admit, I did try Arbor as well, but Aqua was my first choice simply because of what it is. Honestly, there's not many researches that have aspects that weren't easy enough to figure out. The only one I can think of right off the top of my head would be Essentia Distillation using Limus, but even that wasn't much of a stretch for me.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from marfig

    A couple questions about aura nodes:

    When storing nodes in jars will their regeneration rate always be downgraded? This is what has been happening to me and I'm now a bit confused as to what is meant when the Necronomicon reads there is a chance the node will be damaged. Is the chance this high? In the 7 nodes I already moved, I haven't notice any loss in Vis. Just that the nodes always get downgraded from bright to normal, normal to pale and pale to fading.

    Will sinister and pure nodes still affect their surroundings after being stored and released from a jar?


    Nodes in jars won't regenerate their aspects (at least as far as I've noticed). Once you drain the jarred node, it'll stay drained until you unjar it, at which point it'll start regenerating again (unless it's a Fading node).

    The chance to damage refers to the modifiers. For example, jarring a Bright Pure node has a chance to turn it into a Normal Pure node or even a Fading Pure node. The chance for a node to be damaged in this process is 75%, so it's definitely going to be a common occurrence.

    Sinister, Pure, Hungry, and Tainted Nodes will not affect their surroundings while jarred. Once you remove the jar, they will start to affect the area around them as normal.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Coffee-aholic

    I tried again in a new creative world with a cheat sheet and only the aspects required, two jars of each. Again the same thing happened, this time it would not even try to take an item, it would just suck up the aspects then shoot off an item or three from the pedistals. I checked, rechecked, and reviewed DW20s videos and I it looks like I am doing things correctly, apparently not though.


    It might serve to help you better if you provide some sort of screenshot of your setup (prior to starting the infusion). I'd even go so far as to take a screenshot during a failing infusion, just in case someone is able to catch something that's causing it to happen.

    In all honesty, under normal circumstances (i.e. something isn't affecting the process and causing it to fail) Infusion isn't at all a difficult process, nor is it that tedious. I've made practically everything at least a dozen times now through various saves, never using paraphernalia of any kind, and the most I've had happen negatively was the stray item or two being knocked off of a pedestal or being shocked a couple times with lightning.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from marfig

    Remember that you can't actually place a block on top of the altar.


    Just a note, this is false. It's quite possible to place blocks on top of pedestals (assuming that's what you were referring to) - you just have to shift-click to place them much like you would with anything else that you interact with by clicking.

    That being said..
    Quote from marfig

    ...while hoping one day Azanor either removes or mitigates this annoyance.

    I personally hope Infusion doesn't change much, if at all. I quite enjoy its current version.
    Posted in: Minecraft Mods
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